Make a 3D game with AI, and know exactly which part the AI did

By Eduardo Orellana · Updated

AI can build a 3D world and write its code, and it cannot tell whether the world feels right. Flockbay does the building from a brief you approve, and leaves that judgement to you. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows and Linux, on the official Godot engine.

The main page on this subject is A 3D game maker for people who bring their own Claude or ChatGPT plan.

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The claim, and the honest version of it

The advertised version of AI game making is that you type a paragraph and receive a game. What you actually receive from that approach is a scene: some terrain, some props, a character that moves. It is a demo, and the second you want to change something specific about it you are back to describing shapes in English, which is a bad way to describe shapes.

The honest version has more steps in it. AI writes code well. Code is text, it has a right answer, and a model that has read a great deal of GDScript can produce a working interaction loop faster than a person learning the language can produce a broken one. A world is less obvious, until you notice that a world in Godot is data too: terrain, water, sky, nodes in a scene tree. Give a model tools that operate on that data and it can build a world the way it writes a script.

So Flockbay starts with a brief, not a scene. It asks what you are making, one round of questions at a time with a recommendation each, and writes down what gets built first, what comes after and what is not in this version. Nothing is built until you approve it. Then it builds the world and writes the code, and plays the result before you see it. The judgement stays yours: you play it and say what is wrong.

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What talking to Flockbay is actually like

You describe what happens, not geometry. "When the player steps into the ring of stones, the fog closes in and the door on the hill unlocks." Flockbay places the stones and shapes the hill with its world tools, writes GDScript in your project that does the rest, and plays it to check that the door opens.

Then you play it, and the fog is too fast, or the door unlocks silently and you never notice it happened. You say that. It gets changed. Over an evening this converges on something that plays the way you imagined, and the reason it converges is that you are supplying the judgement at every step.

You never have to read the GDScript. It is there, in your project, in normal files, if you or anyone else wants to.

The AI builds the world, and your hand can make it exact

Terrain gets sculpted and painted. Water follows an outline. Weather and sky are properties of the world. Plants, props, characters and the player controller go where the brief says. Flockbay does all of it with world tools, as real nodes and resources in the Godot scene tree, not a picture of a world.

Most AI game tools generate a world and give you a text box to complain about it. Here the same world tools are also buttons around the Godot editor's 3D view: Sculpt, Paint, Plants, Place, Water, Sky, Weather. When a call is pure taste, you nudge the hill or move the tree yourself, and Godot's undo takes it back. You never have to route a taste call through language. A sentence gets you a valley; your hand can get you the exact valley.

Assets themselves come from a library of ready-made objects, from Godot's own shapes, from generated pictures and sound, or from your own files. A generated 3D model runs on your own Tripo key.

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Local, and online while you build

Flockbay is a desktop application for Windows and Linux. Godot ships inside it, and your game runs on your own hardware when you press play. No streaming, no queue, no browser.

Building needs the internet, because the chat, asset generation and world data are all network services. This is not an offline tool and will not pretend to be one. The line worth remembering: building is online, playing is not.

It costs nothing, and nothing is locked

The app is free to download and the AI is free. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key. Plans for more hosted AI are optional.

Flockbay builds from a library of ready-made objects, or with Godot's own shapes, and generates pictures and sound. No payment unlocks a better engine, a bigger world size, or an export option. Everyone is on the same Godot.

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What to ask for first, in order

Movement, before anything else, and a good brief puts it first. You cannot judge a world you cannot walk through, and every later decision about scale depends on how fast the character moves. Get it right while there is nothing else to distract you.

Then one interaction. Something you can press, pick up, or open. This proves the loop between describing behaviour and playing it works, and it is where you learn how specific you need to be.

Then whatever your game is actually about. By this point you know how the tool responds and you can describe things in bigger pieces, which is both faster and cheaper than a hundred small adjustments.

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Questions

Does the AI build the world for me?
Yes. From the brief you approved, Flockbay builds terrain, water, sky, weather, plants, props and the player controller with its world tools, then writes the code and plays it. The same tools are buttons in the Godot editor if you want to make a taste call by hand.
Which model writes the code?
The AI inside the app, called Flockbay, runs free on hosted AI every day, or on your own AI: your Claude or ChatGPT plan, your own agent, or an API key.
Can I see the code it writes?
Yes. It is GDScript in your Godot project. Reading it is optional, not required.
Do I need to be online?
To build, yes. The chat, asset generation and world data all come over the network. To play what you have built, no.
Is it free?
Free to download, and free to build with. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.